FAERY TALE ADVENTURE 2 : HALLS OF THE DEAD Reviewed by Dave Booth. Many moons ago there was a Computer, and it was called Amiga. And the techies beheld Amiga, and they said it was good. For it was a truly pre-emptive multitasking machine, unlike the lowly PC, and it used advanced 32 bit 65000 colour graphics, unlike the Macintosh, and it wasn't called Atari, unlike the Atari. And the software houses did flock to write for Amiga, and so did many titles emerge and be sold to the masses hungry for Arcade, Adventure and Role Play. And so on Amiga there were played multitudinous games. Among these titles there was a greatly lot of Tripe, a far smaller number of Notables, and a handful of Classics. A Classic was named Dungeon Master. Few games had the originality of concept, design and execution that made DM famous. Here is the story of another Classic, and of its Sequel. In the early years of the Amiga, circa 1988 if I remember correctly, a game called Faery Tale Adventure was brought out. This was one of the first isometric-perspective games. FTA was an RPG in which you controlled up to 3 player-characters, who advanced in skill and ability with experience, and interacted with NPCs during your journey. The overall story was a broadly linear trip through a series of subquests. One of its innovations was having a huge gameworld, made possible by the way the Amiga handled large graphics in memory. The music was excellent and changed in context. You knew you were under attack because the music changed pace. Effects like nightfall were incorporated into the game to add to the ambience. All on a game now 10 years old. It's taken that long for the sequel to emerge. Of course the Amiga has all but died in the interim, and FTA2 has been written exclusively for the PC. The Dreamer's Guild, who designed FTA2, went bust just prior to releasing the game (probably over-spending their budget by 9 1/2 years). It was left to Encore Software to release. FTA2 installs seamlessly on a Win 95 system and is fully 95 native. This means that you can alt-tab from the game to another application and back again without it falling over or the display going wonky. The genesis of FTA2 is in the age-old story of the conflict of Order and Chaos, incarnated as Sariloth and Thorolis the demi-gods. The two have been fighting since time immemorial. A previous battle saw Sariloth triumphant, but too weakened by the effort to impose his order on the universe. Whilst he recovered, Thorolis undermined him by sowing the seeds of disorder in all of creation. Sariloth retaliated by luring mortals with promises of power. Even now they are aiding him by installing the Tapstones, magical artifacts that drain power from the land itself to feed Sariloth. Eventually his power should be sufficient to finally defeat Thorolis. As Sariloth's plot progresses, so the land and the people are dying. Three magical steeds, guardians of the mortal land, sought to protect the world from him and from the machinations of Thorolis. But as the Tapstones drained life from the world, so their own power failed, until in desperation they sought aid from another realm. Enter the three brothers Julian, Philip and Kevin. The three heroes from FTA have been brought to Farr on the backs of the magical steeds. The salvation of Farr is their errand. As the brothers materialise in the town of Padavis, they see in horror that the steeds that transported them have been turned to stone. They are alone against Thorolis, Sariloth, and their minions and creations. Except that of course, they have you to guide them. You have an isometric window on the world, with a sidebar depicting the three heroes. Here you set their mood (passive or ready to fight), hold inventory and ready weapons and armour, and decide if they band together under a leader or act independently. The world is depicted in detail. The graphics are vaguely cartoonish, but this doesn't demean the plot. The landscape is beautifully rendered, both inside and out of town. As in FTA1, nighttime is heralded by the dimming of the light, not however to the extent of making you reach for the Brightness button on your monitor. Music is context-dependent. If a character is attacked or becomes angry in readiness for combat, the music changes from a pleasant lilt to a threatening cadence. Meanwhile the birds continue to chitter! Don't they know there's a war on? Individually-dressed NPCs wander the town and will stop to talk with you (though all the men have the same vocal chords). Law-abiding citizens have a trade to ply, and some will give you a quest to complete. So far though, none of their quests have been essential to the main plotline. They are however a good way to amass gold, experience, and kudos with the locals. Movement is cursor based. To make the team go to a place, you direct the cursor there and click. Alternatively, by double-clicking, the brothers can be made to walk or run over the landscape. There are many places in the game where you have to split the team to achieve an objective. Ofttimes, under attack from relatively weak opponents, I'd split the party. Julian would bash away at the foes, Kevin would stand at a safe distance and either cast spells or let fly with arrows, whilst Philip would trot around picking up loose arrows to return to Kevin, and loot the dead bodies. The actions of the brothers can be automated or left to your whim. In combat, sometimes it is a good idea to prevent a PC from automatically attacking, as he will go on the defensive. As the attacker bonks away with their weapon, the PC's Shield skill rises. If his foe manages to land one too many strikes, the hero can then go into attack mode, or a brother be sent in to slice up the enemy. (Another fun thing, is to try to talk your way out of a fight! The responses are worth taking a couple of hits for.) In the early part of the game though it's advisable to let your party auto-attack and to band together, as their inexperience doesn't lend itself to experimentation. Later though, it's worthwhile to vary your tactics. Auto-attacking isn't always beneficial, as they will go for it even when almost dead. Better to run and fight another day. Initially you will wander around Padavis talking to NPCs, to pick up the beginnings of what is an intricate story. Interaction is controlled by the 'Idea' system. Once you have an NPCs attention, clicking on a brother will display a bust of his head with three coloured stripes. Selecting the 'Ideas' stripe brings up a batch of icons, each of which represents a topic you could discuss with the NPC : Greetings, Food, Weapons and so on. Obviously NPCs react differently to you and in context. NPC interaction is very important in building the plot. This control method also applies to spellcasting, and to examining the skills development of each brother. Spells are learned by reading scrolls dotted around the world, or can be purchased (albeit at a very high price) from the relevant shops. Yep, you go shopping in Farr as well. Either in town, or out in the sticks. So what to do for money? Well, you kill baddies and loot the corpses of course. Or journey around until you find a Dwarven Mine and raid it. Or pick apples off the trees and sell them. (!) Or many other ways... money starts off scarce, but there's a lot of booty knocking about in this world. As you travel around in Farr your heroes will discover caves full of goodies, and baddies protecting the goodies. Your booty can then be sold on to finance training, or to buy food, weapons, armour, or new spell scrolls. Some tradesmen seem to like hanging out in piles of rubble, waiting for enterprising adventurers laden down with loot from a nearby cavern. Don't expect a fab deal for your stuff from these guys though. Padavis is in the geographical centre of Farr, and the land itself covers a vast area. Thankfully your brothers have maps, which fill in as you travel. There is an artifact to pick up - very early in the game I might add - which will give your map coordinates. Armed with these, you won't get lost too easily. Farr is divided into several provinces. Each has a dominant race and ruler, and thus a distinct identity, as well as a Tapstone to dispose of. Fancy a trip to the Dwarven Kingdom? Or to the land of the Elves? All of the stock races from FRPG are present, as well as animals, undead, and creatures that are just weird - like the Glass Ooze. Ultimately your travels will lead you to the underground domain of Sariloth - the Halls of the Dead. There your party will resolve the fate of the land. There are four alternative endings to FTA2, and in this respect it reminds me of Dungeon Master. That too had Order and Chaos to contend with, and similarly your actions directly affected the ultimate outcome. Choose wisely! I'm currently very far away from the endgame, and glad of it. As with Daggerfall, I enjoy the freedom to wander around a gameworld, extracting as much from the game as possible. With a game as intricate as FTA2 there's a lot to discover. Exploration for me is the 'hook' that the designers of FTA2 have built into the game. Objects, as well as NPCs, have abilities and effects which sometimes are not apparent. There is a cornucopia of items to pick up along the way and experiment with. Having a limited inventory is a pain sometimes, but it means you have to find out what use things are, which can yield interesting results. (Try a Goblin Bomb sometime. Or two. But save your game first!) That's my lot on FTA2, I'm off to bash some more Oozes about the place. And find out how to open that locked gate on level 2 of the Wizard's Dungeon. And to discover what use a Lizard in a Jar could be! Bye.... - o -